2019-08-05 11:15:45 +02:00

247 lines
7.1 KiB
Lua

--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Wrapper.Static
-- @image Wrapper_Static.JPG
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects.
--
-- Note that Statics are almost the same as Units, but they don't have a controller.
-- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects:
--
-- * Wraps the DCS Static objects.
-- * Support all DCS Static APIs.
-- * Enhance with Static specific APIs not in the DCS API set.
--
-- ## STATIC reference methods
--
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts).
--
-- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the Static Name.
--
-- Another thing to know is that STATIC objects do not "contain" the DCS Static object.
-- The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
-- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
--
-- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
--
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
--
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
--
-- @field #STATIC
STATIC = {
ClassName = "STATIC",
}
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
--- Finds a STATIC from the _DATABASE using a DCSStatic object.
-- @param #STATIC self
-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
-- @return #STATIC self
function STATIC:Find( DCSStatic )
local StaticName = DCSStatic:getName()
local StaticFound = _DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Finds a STATIC from the _DATABASE using the relevant Static Name.
-- As an optional parameter, a briefing text can be given also.
-- @param #STATIC self
-- @param #string StaticName Name of the DCS **Static** as defined within the Mission Editor.
-- @param #boolean RaiseError Raise an error if not found.
-- @return #STATIC
function STATIC:FindByName( StaticName, RaiseError )
local StaticFound = _DATABASE:FindStatic( StaticName )
self.StaticName = StaticName
if StaticFound then
StaticFound:F3( { StaticName } )
return StaticFound
end
if RaiseError == nil or RaiseError == true then
error( "STATIC not found for: " .. StaticName )
end
return nil
end
--- Destroys the STATIC.
-- @param #STATIC self
-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
-- @return #nil The DCS StaticObject is not existing or alive.
-- @usage
-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
-- Helicopter = STATIC:FindByName( "Helicopter" )
-- Helicopter:Destroy( true )
--
-- @usage
-- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
-- Tanks = UNIT:FindByName( "Tank" )
-- Tanks:Destroy( true )
--
-- @usage
-- -- Ship static example: destroy the Ship silently.
-- Ship = STATIC:FindByName( "Ship" )
-- Ship:Destroy()
--
-- @usage
-- -- Destroy without event generation example.
-- Ship = STATIC:FindByName( "Boat" )
-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
--
function STATIC:Destroy( GenerateEvent )
self:F2( self.ObjectName )
local DCSObject = self:GetDCSObject()
if DCSObject then
local StaticName = DCSObject:getName()
self:F( { StaticName = StaticName } )
if GenerateEvent and GenerateEvent == true then
if self:IsAir() then
self:CreateEventCrash( timer.getTime(), DCSObject )
else
self:CreateEventDead( timer.getTime(), DCSObject )
end
elseif GenerateEvent == false then
-- Do nothing!
else
self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
end
DCSObject:destroy()
return true
end
return nil
end
--- Get DCS object of static of static.
-- @param #STATIC self
-- @return DCS static object
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
end
return nil
end
--- Returns a list of one @{Static}.
-- @param #STATIC self
-- @return #list<Wrapper.Static#STATIC> A list of one @{Static}.
function STATIC:GetUnits()
self:F2( { self.StaticName } )
local DCSStatic = self:GetDCSObject()
local Statics = {}
if DCSStatic then
Statics[1] = STATIC:Find( DCSStatic )
self:T3( Statics )
return Statics
end
return nil
end
--- Get threat level of static.
-- @param #STATIC self
-- @return #number Threat level 1.
-- @return #string "Static"
function STATIC:GetThreatLevel()
return 1, "Static"
end
--- Spawn the @{Wrapper.Static} at a specific coordinate and heading.
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before the static is spawned.
function STATIC:SpawnAt( Coordinate, Heading, Delay )
Heading=Heading or 0
if Delay and Delay>0 then
SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
end
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @param DCS#country.id countryid The country ID used for spawning the new static. Default is same as currently.
-- @param #number Delay Delay in seconds before static is respawned.
function STATIC:ReSpawn(countryid, Delay)
countryid=countryid or self:GetCountry()
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawn, {self, countryid}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid )
SpawnStatic:ReSpawn()
end
end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before static is respawned.
function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
Heading=Heading or 0
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
SpawnStatic:ReSpawnAt( Coordinate, Heading )
end
end